NKOG (V4.2)

Necromancers Killed our Goblins is a GloG hack. You may wonder what that means, basically it means I have stolen blatantly from a number of creators (who all themselves stole from each other) and nailed together a ruleset that you may think is so terrible you could make your own, well you likely can, so go ahead.

Key Section to Check out:
Core Mechanics. for the basic building blocks of the game

Character Creation. For a step by step guide to making a character

Classes. For a list of the classes you can pick

Spellcasting. If you are a Mage Class

Changelog (Major Updates)

These versions outline changes made between PDF versions of the rules. Class and Spell changes are not included in this.

Date

Ver

Changes

24/02/24

4.2

  • Skill Check simpllified and success renamed.

  • Saving Throws Reworked to 2d6 roll over goal

  • Grand magic reworked to require investment

  • Wealth condensed and mechanic's assigned.

  • Downtime reworded and reworked.

  • Rewrote attack roll language.

12/03/24

4.21

  • On-fire becomes Burning
  • Fix ranges (Mid Range instead of Nearby)
  • Reworded Spellcasting for clarity
  • Added Familiar rules
  • Doubling Carried Coin
    • 4 coin beyond the max is 1 slot.
    • (Not on wiki) Reduced Agent talents to 5 choices instead of 7

todo (wiki only)


  • Rework combat actions
    • Rituals cost 2 actions
    • Light attack with offhand weapons (Regular Action)
  • Armor Rework
    • L: 2, M: 4, H: 6
    • 2 types of sheild.
    • AP should be increased to 3
  • Ranged Weapons range
  • Masterwork Gear Traits
  • Downtime Examples
  • Invert saves (+ bonus to meet std DC vs roll over save)
    • Uninvert and Adjust maths (10 & double base DC), double 6 is always success
  • Half-recovery 10 min + Ration/Healing Supplies, gain 1/2 max stamina and recover [half-level] abilities
  • Monster Rework
    • Simplify Attack rolls 1d12+x
    • Hoards roll Xd6 six each into a pool, each 4-5 deals 1 damage, each 6 deals 2.
      • Regular 1d12 beat DC (Mixed is above [8-bonus], above [12-bonus] is Great, 12 always crits, 1 always miss.
        • 9:- to 8:- is commoner, 7:11 to 6:10 is trained/experienced, 5:9 to 4:8 is veterans or masters, 3:7 and 2:6 are supernatural or grandmaster level.
      • Boss Monsters: They can only lose 1 HD at a time, damage cannot roll over.
      • Legendary Resistance: Always a physical targetable source, increases save by 1 level (i.e Fail>Success>Critical).

6/05/24

4.22

  • Add Luck, the dice added to all rolls
  • Add luck feat and character creation luck attribute.
  • Saves are + both attributes, not max
  • Potential Attack Roll change
  • Worked on Reaction Rolls & Reputation System
  • Drafted Dowtnime/XP Rework
  • Potential Shrines Rule?
  • Rework Races/Race Feats